Orie (Gameplay)

Contents

Introduction

Orie is a rushing character with fast moves to pressure the opponent, especially adding in the fact that along with Hyde and Linne, she has a well rounded shoutouclone character with the standard anti-air and expansion move scheme, only she lacks a projectile. As a sword character, her rapier is a powerful poking/footsies tool for her normals.

Restrain your opponent with long range moves like Sealing Hoplon and get close to them with rushing moves like Divine Thrust and Dash C. Force your opponent down with variety of normal moves and with the use of Command Order.

Much of Orie's moves are also simple to make use of and are all around with decent poking range and zoning, and much of her moves are very quick and a bit safe on block, giving her good pressure strings and a powerful footsies game at neutral. Her Command Order and Sealing Hoplon, not unlike many avatar characters in fighting games in the past, provides her a ton of combo opportunities, disjointed zoning and okizeme, all with little cost. She also has a decent mixup game with her 6B overhead and her A Command Order which hits low, both which are quick moves.

However, Orie's notable weakness is her low damage to offset her well-rounded moveset, exacerbated further by her lack of full-screen zoning which requires her to often do most of her work in close range (which in turn can make her weak in certain zoning matchups). She also has no chargeable moves other than her B version Divine Thrust, so her damage variety is lacking in that area.

Orie is also solid at maintaining her distance from her opponent in order to reapply her neutral game, since her backdash is a double-layered one that involves a backflip. However, the forced distance may cause her positioning to have difficulties whenever it involves trying to space through normal means outside of using footspeed.

Move List

Normal Moves

Input

Damage

Guard

Cancel

180

Crouch/Stand

SP/JC/EX/CS

Thrusts her rapier to the opponent's feet. Good for OTG pickups but does not hit low however.

Input

Damage

Guard

Cancel

154

Crouch

SP/JC/EX/CS

Crouches and does a small poke kick. Subpar poke, but good hit confirm since it can be rapid-fired.

Input

Damage

Guard

Cancel

528

Crouch/Stand

SP/JC/EX/CS

Horizontal thrust with her rapier. One of Orie's main footsie tools.

Input

Damage

Guard

Cancel

462

Crouch/Stand

SP/JC/EX/CS

Pokes the rapier to the opponent's feet. Crouching version of her 5B with the same amount of utility.

Input

Damage

Guard

Cancel

Dash

726

Crouch/Stand

SP/EX/CS

Backward roundhouse kick with a small reach.

Input

Damage

Guard

Cancel

638

Crouch/Stand

SP/JC/EX/CS

Typical backward high roundhouse kick for classic heavy kick attacks. Comes out rather fast and works as a slight anti-air with some jugggle capabilities during combos.

Input

Damage

Guard

Cancel

638

Crouch

SP/JC/EX/CS

Sweeping kick with both of her legs. Standard knockdown/combo tool.

Input

Damage

Guard

Cancel

Dash

1075

Crouch/Stand

SP/EX/CS

Multiple thrusts while moving forward. Can be used consecutively to rush the opponent towards the edge of screen.

Input

Damage

Guard

Cancel

j.

154

Stand

SP/EX/CS

Thrusts her rapier downwards. Good angle for air-to-ground.

Input

Damage

Guard

Cancel

j.

407

Stand

SP/EX/CS

Upward kick in the air. Good for aerial anti-air.

Input

Damage

Guard

Cancel

j.

572

Stand

SP/EX/CS

Thrusts her rapier obliquely downwards. More of an air-to-air due to its angle.

Throw

Input

Damage

Guard

Cancel

+

1595

Jumps on the opponent and dropkicks them away. Causes Orie to leap back a distance.

Force Function

Input

English Name

Japanese Name

Damage

Guard

Cancel

+ Air OK

Aerial Leap

エアリアルリープ

-

Command jump move. Yells Evasion! and jumps over the opponent and land behind them.

Command Normals/Unique Arts

Input

Damage

Guard

Cancel

418

Crouch/Stand

SP/JC/EX/CS

Thrusts her rapier obliquely upwards. Strong anti-air.

Input

Damage

Guard

Cancel

528

Stand

SP/EX/CS

Turning downward inward kick that hits overhead and is a primary mixup tool. Works also as a combo filler, but has a notable startup.Can be cancelled into specials on both hit or block, and moves Orie forward a fair distance.

Input

Damage

Guard

Cancel

792

Crouch/Stand

Jumps to the air and does a turning low kick. Invincibility on lower body as it can go over most low attacks.

However, it can't be cancelled into anything, though it works for solid juggle combos and is fairly safe on block.

Downward heel kick which downs an aerial opponent. Typical air combo finisher, but despite its downward reach, it does not hit overhead, making it a poor mixup option for air-to-ground.

Special Moves/Sure-Killing Arts

Input

English Name

Japanese Name

Damage

Guard

Cancel

/()/ (Hold to charge)

Divine Thrust

ディバインスラスト

1530

Crouch/Stand

EX*/CS

* EX version is not EX cancelable.

Rushing forward thrust. B version is chargeable and raises the opponent airborne on hit. Very useful move.

Input

English Name

Japanese Name

Damage

Guard

Cancel

//

Sacred Arrow

セイクリッドアロー

1459

Crouch/Stand

CS*

* Chain Shift is possible only at the end of the move.

Multi-hitting dragon-punch move where Orie lifts her rapier to the air via a spiraling leap. Works also as a combo filler. Upper body invincibility. EX version has full body invisibility.

Input

English Name

Japanese Name

Damage

Guard

Cancel

// / Air OK

Command Order[Oblique's Edge]

コマンドオーダー[オブリークスエッジ]

854

(Crouch)/Stand/(Air)

Summons Tanatos to swing its huge sword; A version is a wide sweeping-turn swing pointed downward, while the B version is an overhead slam.

Ground A version hits low while reaching far, the B version is an overhead swing that actually doesn't hit overhead, while the EX version (Oblique's Edge) wallbounces for combos via an upward rising swing that makes for a decent spaced anti-air.

Input

English Name

Japanese Name

Damage

Guard

Cancel

(during Command Order on ground)

Thick and Fast

シックアンドファースト

Crouch/Stand/Air

EX*/CS

Ground version's follow-up. Tanatos does two horizontal spinning slashes with its sword. Wallbounces; mainly used as an extra damage combo-ender.

Input

English Name

Japanese Name

Damage

Guard

Cancel

(during Command Order on ground)

Succession

サクセッション

Crouch/Stand

EX*/CS

Ground version's alternative follow-up. Tanatos does a upward swing-slash which raises the opponent airborne, but blows back fairly far if it connects at midscreen.

Input

English Name

Japanese Name

Damage

Guard

Cancel

//

Sealing Hoplon

シーリングホプロン

814

Crouch/Stand/Air

Summons Tanatos as it forms a light-sphere aura around itself. A version appears before Orie, B version halfway the screen, and EX version homes in on the opponent's position.

Deals multiple hits with a small launch. While it has a notable delay, the attack is very difficult to punish on block.

Input

English Name

Japanese Name

Damage

Guard

Cancel

Sacred Spire

セイクリッドスパイア

3172

Crouch/Stand

CS*

* Chain Shift possible only after the last hit.

EX only move that uses 100% meter. Orie does a series of thrust attacks, followed by two animations of Sacred Arrow, with the final hit being a vertically-straight rise. Has some additional invisibility at the start-up.

Infinite Worth

Input

English Name

Japanese Name

Damage

Guard

Cancel

Luminous Embrace

ルミナスエンブレイス

3280

Crouch/Stand/Air

Orie summons Tanatos, gesturing it with a kneeling sword-plant to make it perform a downward slash that causes a wave of ground-splitting light to move forward.Hits towards the end of the screen and inflicts wallbounce.

Infinite Worth EXS

Input

English Name

Japanese Name

Damage

Guard

Cancel

+++

Rest In Peace

レストインピース

3630

Usable only when your own health is under 30%

Starts with a purple light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the combo is greatly reduced.

Animation - Orie summons Tanatos to unleash a blast of light at the opponent's position. The opponent is lifted and immobilized as Tanatos stabs them with its sword while Orie yells out the technique's name.